Strony

Sunday, 26 July 2015

In life there are days when the only thing you dream about is going to sleep. In day like that you are not really tired, you sleep a lot day earlier and still your eyes are closing.

This week I had a lot of days like this so not everything went how I planned. But well such a life there are better and worse weeks. For sure good information is that I finished all stuff I planned with only half week delay from what I estimated. In this time I done:

Editor is working on both platformsWhen I started I thought there would be more problems with it. Right now I know that there is still big amount of tweaking that need to be done so it work the way I want. But hey it work :D And this is good start for improvements.

New project generator support visual studio and clangTo say truth the porting of visual studio generation was boring like hell. Well what to expect from rewriting xml generation from C++ to Python. In the end I extend old system a little bit so right now I generate *.vcxproj, *.filters, *.sln but anyway I'm happy that this task is behind me.

Recovering of build systemRight now I still don't have access to my build machine but I like when whole building system works. So after switching 100% on new project generator I decided to repair build system and throw away old project generation.

That is all I succeeded to accomplish. This may not sound like a lot but this is first step in direction of something bigger. My plan right now is to finish moving animation system to resources and finally bring game to life :]

Wednesday, 15 July 2015

... Yes, two busy weeks. So let's go to the point: How much project changed in meantime.

My estimations of work was pretty accurate. After two weeks that I spend on porting editor I can for sure say that port is still not finished but at least in usable state which you can see bellow:

But there are still some bugs which will take some time to figure out how to fix them. To give you example how time consuming such a task can be :

I spend four days tracing why resources weren't released. I were debugging game, writing code for resource tracing and after all that I finally found the source of problem. Of course it wasn't resource system but the difference between Windows and Linux. Atomic functions behave there a little bit different. Change in 2 lines of my low level code, moment of waiting to compile everything and done. Sound simple but it really wasn't.

But well such a life of programmer. Bugs like this are nice because you have occasion to develop some tools that can be use later. In this case I added code which allowing me to log with callstack: creating / increment of ref counting / decrements of ref counting / destroying for specified resources. Because it was nicely implemented it will stay in code and for sure will help me in future problems.

So you can see game works:

Editor works (Yes I know that drawing area is shifted to right. This is one of bugs that I still don't know why happening and I already spend on it like two days :/)

So I think that if there will be no bigger problems soon I should be able to resume animation task :]